JSFiddle - React, Tailwind, and code Playground

by realhunts

HTML

<script src="http://threejs.org/build/three.min.js"></script>
<script src="http://threejs.org/examples/js/controls/OrbitControls.js"></script>

JavaScript

// a basic three.js scene

var container, renderer, scene, camera, controls, plane, plane2;
const world = new THREE.Vector3();
var updateFloor = function (camera, floorA, floorB, speed) {
	
		// copy position of the player ( camera )
		
		camera.getWorldPosition(world);

		floorA.position.z += speed;
		floorB.position.z += speed;

	if ( floorA.position.z - 150 > world.z ) floorA.position.z -= 600;
	
	if ( floorB.position.z - 150 > world.z ) floorB.position.z -= 600;
  
	
}
init();
animate();

function init() {

    // renderer
    renderer = new THREE.WebGLRenderer({
        antialias: false
    });
    renderer.setSize(window.innerWidth, window.innerHeight);
    renderer.setClearColor(0xccccff);
    container = document.createElement('div');
    document.body.appendChild(container);
    container.appendChild(renderer.domElement);

    // scene
    scene = new THREE.Scene();

    // camera
    camera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 1, 10000);
    camera.position.set(0, 200, 800);
    camera.lookAt(scene.position);

    // (camera) controls
    // mouse controls: left button to rotate, 
    //    mouse wheel to zoom, right button to pan
    controls = new THREE.OrbitControls(camera, renderer.domElement);

    // light    
    var light = new THREE.PointLight(0xffffff);
    light.position.set(100, 250, 250);
    scene.add(light);

    // mesh
    var sphereGeometry = new THREE.SphereGeometry(100, 32, 16);
    var sphereMaterial = new THREE.MeshLambertMaterial({
        color: 0xff0000
    });
    var sphere = new THREE.Mesh(sphereGeometry, sphereMaterial);
    sphere.position.y = 100;
    scene.add(sphere);

    var planeGeometry = new THREE.PlaneGeometry(500, 1500, 10, 10);
    var planeMaterial = new THREE.MeshLambertMaterial({
        color: 0x888888,
        side: THREE.DoubleSide
    });
    plane = new THREE.Mesh(planeGeometry, planeMaterial);
    plane.rotation.x = -Math.PI / 2;
   ...